I've said it before and I will say it again: I don't think siege, in the sense of gaining full theft and vandalism access to an entire village through whatever system, will ever work in a way that will satisfy the attackers.
To be fair to the defenders, the attackers must expend an amount of effort that is at least some fraction of the effort that went into building the base and acquiring its contents - and with countless hours spent doing that, even a fraction of it would be an insanely long time - or be trivial to disrupt, as failure to disrupt would mean entirely losing everything, therefore having disruption being difficult would feel unreasonable to defenders (why must one failure lead to the complete annihilation of an entire village?). Naturally, this leads to attacking being unfun, with attackers having to spend tons of effort (people in this thread consider even checking siege engines once per hour for 24 hours too much) for a high failure chance and - relative to the effective effort spent to successfully raid including wasted effort on failures - little gain (whatever loot you get is unlikely to be worth the effort, particularly considering the enemy's goods are likely of equivalent quality to yours).
The losses of unsuccessful defenders will always greatly exceed the gains of successful attackers, therefore no 100% base raid system can ever be fairly balanced yet still be fun for attackers.In real life, wars are rarely fought with the intent of simply annihilating the enemy, but rather to accomplish some goal, usually political control over some area and its resources. In Haven, complete annihilation of the enemy is the only thing that can be achieved through its primary form of warfare (political control of disputed territory is acquired either via the seemingly not frequently used realm challenge system, or for proper control the siege system - which requires far too much effort to simply break down a banner due to using the same system as is used for complete annihilation), and ironically enough control over local resources are the one thing you cannot get through warfare. When denying your enemy fun is the only possible outcome of successful warfare, how could it possibly be made fun? As I've said before, focus PvP on other areas than base raiding. Look at the flaws of localized resources and realm conflicts; I think there is far better design space there for PvP gameplay that could be fun for both sides.
loftar wrote:bmjclark wrote:Tbh, i think bothering with siege is only going to irritate people and the people who want you to rework siege won't be happy unless they can walk up and push your wall over with little to no effort. I hope we can move on from this now.
I think if you imagine the game completely without any siege system, that would very much not be an improvement. Even if sieging is used seldom, it's still important to get it right.
Has siege ever been used properly in the way you envisioned, though, not counting sieges against inactive villages? All of the successful sieges I've heard about were successful through other means (insider shenanigans for example) or exploits. Even if you want to "get it right", is there even any way to do that? And for that matter, what specifically is that "it" that you intend to get right? Perhaps you need to consider this from a higher level: What are the problems you are trying to solve, and are the systems currently in place - not the implementations, but the general concepts - really the correct solutions for those problems? To me, it seems like a problem that the system used to get to a protected localized resource is the same as the system used to entirely wipe a group of players off the map; linked like that, attempted solutions for one problem will inherently affect the other and limit your options. I think there is certainly potential for warfare for control of localized resources, for political (realm) control, and even for discouraging (not annihilating) players from remaining in a certain place, but I do not think sieges that grant 100% access to bases are the right solution for any of them.